The Voxel Quest website is slowly coming to life, give it a look. I have posted a fair amount of info about the game in the "about" section. I have also attached a screenshot of the current hex layout and perspective below:

Hehe, yeah just updating the website right now -- in a few days I will have the new terrain generation stuff in probably, which is mostly related to hydraulic erosion (rivers), and the new hex-based terrain.

So...why hexes? To me it just makes the maps look so unnatural. I mean wth you can't even go North or South?!

:P

But seriously, why hexes?

Looking forward to seeing where you're headed with the VQ thing.

Take care.

Reply

Gavan Woolery

3/14/2013 02:28:43 am

Hi Chris,

Hexes will be used to layout the overworld map, which mainly includes macroscopic features like average terrain height, placement of rivers, roads, towns, walls, etc. The reason for this is that it avoids the artifacts associated with a cartesian (up,down,left,right) layout. I am still debating several options, including adding an additional vertical division to the hexes so that walls and other structures can be placed in 8 directions, or potentially have every hex face divided which would be 12 directions. In addition, it is not strictly hexes, but subdivided hexes - meaning its really a set of triangles where each hex is 6 triangles. Despite whatever qualms I and others might have with hexes, I think that it won't make a huge difference in terms of the overall game (hopefully) whatever layout I use. I have attached a screenshot to this post of the hex layout as it currently is with bird's eye perspective.